I agree that this is a worthy project, but for now it doesn't stand out from others. In my opinion, the developer has two paths forward here: either come up with a unique mechanic tied to characters, enemies, and so on, or build upon what already exists—add secrets, expand the current systems, etc
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Right now, this is a fairly average space shooter. If you want to polish the project properly, I have a few points:
- First, the targeting needs to be fixed (initially projectiles fly toward the intended targets, but later they start picking not even the closest ones, but seemingly random targets). Alternatively, you could add a reticle and let the player control aiming.
- Second, add a bit of engagement to the gameplay loop. This could be anything: backstory, lore mentions, or more explanation about the controls and the game's objective.
- Third, it would be nice to add music—something in the vein of classic space shooters.
- Fourth, and most importantly in my opinion, give your game a unique twist. This could be a ship that grows with levels like in a roguelike, various enemies with distinct traits, or special map features (galaxies, nebulae, etc.).
I think with a bit of effort, you could make a solid arcade game—at the very least, Unreal Engine allows for it :)
A good take on bullet-hell, but:
- Buff descriptions should be made a bit more detailed, so it's clear what you gain at the next upgrade levels
- It would be nice to add sound effects for different spells or for hitting enemies
- I'm not sure how the logic for subsequent buff drops is coded, but it could be set up so that upgrades for current buffs have a higher chance of appearing in the selection rather than entirely new ones
- Regarding balance: it seems to me that at this stage, it only makes sense to take buffs like books, ice, auras, etc., because other types of buffs don't provide much impact on the game
The Invincibilty Complex jam comments · Replied to Solaryn Studios in The Invincibilty Complex jam comments
This is genuinely a strong foundation for a good horror game, however:
- The subtitles look like part of the game world, so they blend in too much, especially where the text is small. Either increase the text size or remove the in-game filter effect from the text.
- There's no aim reticle / interaction point, so sometimes it's unclear which items I can interact with. This is particularly noticeable in the laboratory on the 4th floor.
- If this project is developed into a 2–3 hour indie horror experience, I would consider gameplay similar to solving a Captcha — something unusual and distinct from the primitive "find and apply" formula.
This is a good concept and an interesting interpretation of the theme, but:
- Subtitles for the opening cutscene. An option to replay the opening cutscene
- Visualization of flasks spent not only during the selection phase, but also on the main gameplay screen
- Possibly in the future (if continuing this concept), various Buffs or Debuffs affecting coins / flasks could be added, similar to (Clover Pit), so that the gameplay isn't limited to just flipping a coin
- (Perhaps this was in the opening cutscene and I missed it) — The final goal; it could be anything: a target pool, a number of flips, etc


